Space Engineers

Space Engineers

Orlunda
89 Comments
ELLIOTTCABLE on Discord 14 Jan @ 5:50pm 
:+1: to the "Better Stone" compatibility!
r4v1n6 10 Jan @ 12:30pm 
@sugarc4ne You should be able to find less valuable ores (Fe, Ni) at a depth of around 15m or so, which is detectable with the hand drill. Location matters greatly on what ores can spawn. See redacted description for hints.
sugarc4ne 10 Jan @ 9:54am 
im having trouble finding ore, is it just super deep or is it something else? when i fly around i cant detect anything with my drill
Rooster 29 Nov, 2024 @ 11:26am 
Any chance for a Better Stone version?
Major Jon  [author] 21 Nov, 2024 @ 10:57am 
no, it's something deep down in the engine and apparently nobody in keen knows how to fix it.
JWickScari 20 Nov, 2024 @ 10:07pm 
This is a general question but is there any way to increase or remove the game’s limit on custom voxels?

I have a really beefy pc build and know it can handle a lot of custom planets, but every time I try adding more than 2-3 planets, they start using default stone textures.
Neo 14 Nov, 2024 @ 5:34pm 
so far so good, no issue at all for this
Echthros 8 Nov, 2024 @ 4:00pm 
Sideways variant released here for anyone interested: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3362332228

Really awesome looking planet. Gonna have to make a RSS preset using it with it tidally locked to a star.
Major Jon  [author] 8 Nov, 2024 @ 10:26am 
Oh sure, I'd love to see the tidal locking stuff actually work with real orbits and stuff. The reason why the green pole is the south was mostly for ambient sounds, if it's on the side, they'll have to be pretty much the same everywhere, but I guess that's not really a big issue.
Echthros 8 Nov, 2024 @ 9:55am 
Would it be ok if I made a rotated variant of this planet so that it can be used with Real Solar Systems? I need the green face of the planet to be sideways or it isn't possible to set up a proper tidally locked orbit.
Damonicus1986 15 Oct, 2024 @ 8:41am 
it crashes game when trying to load new world
Malpherian 5 Jul, 2024 @ 8:52pm 
Is their a... Hacky....Manual way to give Keen the finger by editing their game to allow more Custom Voxels and textures without screwing up the way stuff looks?
xXShadowNinjaXx 8 Mar, 2024 @ 5:24pm 
where did you download them from? from the quixel thing?
Major Jon  [author] 8 Mar, 2024 @ 5:18pm 
I downloaded a bunch in the past, now I use mostly quixel mixer. It's free and pretty easy to use and has like a few thousand premade textures in it already you can just use.
xXShadowNinjaXx 8 Mar, 2024 @ 2:25pm 
How do you make your textures? I'm currently creating a mod that adds new ores ingots and components and such, but I'm having a hard time making seamless textures that look good, so how do you do it? Do you make your own images, or do you use some sort of AI or something?
Major Jon  [author] 4 Feb, 2024 @ 11:33am 
I updated the planet now, there's a lot fewer custom materials now, hopefully shouldn't crash anymore for anyone.
Major Jon  [author] 3 Feb, 2024 @ 5:59pm 
The extremely specific bug becomes even more specific. It only happens when the >8 custom materials are all in view of the camera at the same time, when you are close enough that the terrain fully loads in, and when they are on a very steep slope, which mostly just happens around the heightmap seams. It seems like it should statistically almost never even appear, but I'm now also getting this crash on a new planet that I'm working on, which is pretty annoying. I'm feeling almost like a detective on his hardest case or some shit lol
Squeegy Mackoy 1 Feb, 2024 @ 10:52pm 
I spawned it at 120km size. The view distance is however 50km. I was under the impression view distance only affects where entities load, and had nothing to do with planet lodding, but I'll poke around a bit more
Major Jon  [author] 1 Feb, 2024 @ 10:03am 
Anyways I think I can fix it properly, but it will take some time to change all the definitions. I don't know if this was always a problem, or if they changed something, but I'll make a bug report anyways.
Major Jon  [author] 1 Feb, 2024 @ 10:03am 
I think I've finally figured it out now. It's a very weird bug that depends on a lot of stuff. When the game loads more than 8 custom defined voxel materials through the ComplexMaterials section in the planets sbc file at the same time, it crashes. This planet loads 16 unique custom voxel materials through that section, but usually not all at the same time, because you can't be at both the north and south pole at the time. That's why I never had that crash happen to me. When you make the planet really small though, like 2km, so all custom materials get loaded at the same time, it crashes. That it crashes for you on a normal sized planet is probably also related to graphics settings like render distance and possibly hardware. It might help to change some graphics settings, maybe that fixes it. I've got everything set to high for reference.
Squeegy Mackoy 1 Feb, 2024 @ 6:16am 
I am also getting very consistent crashing as soon as I spawn the planet and fly the spectator cam down to its surface, was on the equator between the ice and green sections
Sharko Cat 1 Jan, 2024 @ 5:51pm 
nice planet but two requests. Could you make a water mod variant and could you add this to the alkurah system world?
r4v1n6 27 Oct, 2023 @ 3:14pm 
I get crashes too in certain areas (between the mountain range surrounding the eye and the icy area). The log mentions that the foliage renderer has issues. Probably a missing texture or something.
Major Jon  [author] 3 Aug, 2023 @ 2:29pm 
what does the log say?
guapter 3 Aug, 2023 @ 11:35am 
crashes the game (video driver error)
Renay Edor 14 Apr, 2023 @ 9:18am 
will this be added to the Alkurah Mod system? Or will this be a stand-alone planet?
Rooster 26 Feb, 2023 @ 3:04pm 
Oh that is dumb. That's okay though. I'm just going to use Tohil for the late game. I love your planets btw.
Major Jon  [author] 26 Feb, 2023 @ 5:52am 
Tohil has a density of only 0.5 and it drops off super fast. I want to keep it that way, but that means that none of the vanilla respawn pods work there. It's kinda dumb, because since there is an atmosphere, the game doesn't allow the rover spawn, but because it's too thin, it also doesn't allow the parachute one.
Rooster 26 Feb, 2023 @ 4:22am 
Confirmed it is working in Vanilla now. I am still not seeing Tohil though. Any advice there?
Major Jon  [author] 25 Feb, 2023 @ 3:15pm 
I don't think so, almost everything updates automatically, only gravity not I think.
Rooster 25 Feb, 2023 @ 3:12pm 
Thanks! Will I have to respawn the planet?
Major Jon  [author] 25 Feb, 2023 @ 1:15pm 
right, I think I figured it out. The minimum air density for the respawn pod is 0.8, but I think it's measuring at 2 km from the lowest point, so the density on Orlunda dropped from 0.82 to below 0.8 at that height, preventing the use of the respawn pod. Anyways, I just increased the air density a bit, should work now.
Rooster 25 Feb, 2023 @ 9:52am 
I have tried spawning in vanilla only and still can't get a spawn
Rooster 25 Feb, 2023 @ 5:38am 
I am having a similar issue. Can't get spawns to work after generating the system with SSG on Orlunda or Tohil. With respawn mods, I can't spawn on Luma, Kimi, or Qun. (only have Orlunda, Luma, Tohil, Kimi, and Qun)
oHaakar 16 Feb, 2023 @ 2:55pm 
I managed to make it work, just load the world before the respawn rover mod, and generate the world with the respawn mod active. thanks! <3
Major Jon  [author] 16 Feb, 2023 @ 10:18am 
you did spawn the planet though right? Just having the mod active doesn't make the planet appear in the world
Major Jon  [author] 16 Feb, 2023 @ 10:18am 
the game only allows the respawn pods with thrusters and parachutes in atmospheres. You can spawn in them when the atmospheric density is above 0.8, this planet has 0.82, so it should be available unless another mod disables it. Rover respawn pods are only available when there's no atmosphere at all.
oHaakar 16 Feb, 2023 @ 5:04am 
more info: I'm building a rover only, empty world, only this planet on it. no respawn mods, only space pod available for respawn
oHaakar 16 Feb, 2023 @ 5:04am 
can't spawn on it, any help?
Major Jon  [author] 13 Feb, 2023 @ 8:51am 
Probably not, it's already super close to the limit of custom voxel materials you can have in one world. I think this might push it over the edge and a bunch of voxel textures would just turn into stone. Perhaps I'll do it if they'll increase the limit.
https://support.keenswh.com/spaceengineers/pc/topic/22619-increase-custom-voxels-limit
Okabe Rintaro 13 Feb, 2023 @ 6:49am 
Will you update the Alkurah Star System scenario mod to include Orlunda?
𝔓𝔢𝔯𝔢𝔰𝔱𝔯𝔬 25 Nov, 2022 @ 10:36am 
water mod version?
Leo2log 18 Nov, 2022 @ 2:43am 
thanks that's fine
Major Jon  [author] 17 Nov, 2022 @ 9:55am 
I wanted to do that, but there's a problem with that. A lot of stuff like ambient sounds or voxel materials is defined by latitude. So to make it work I unfortunately had to put the "eye" on the south pole. It is atleast relatively easy to change the suns position in the save game. I'll put a quick guide on how to do that in the description.
Leo2log 17 Nov, 2022 @ 12:36am 
Hey! Would it be possible to rotate the planet in the next update so that the habitable side is pointed towards where the sun is when the day cycle is deactivated in world settings. It might be a bit difficult but i think that it would look a lot more realistic and would pose a better challenge as you try to navigate the crevasses in the dark. Just an idea tho
Varien Gaming 8 Nov, 2022 @ 12:46pm 
ah damn i was hoping i was gona beable to make a solar system with all the planets
Major Jon  [author] 8 Nov, 2022 @ 12:41pm 
yeah, but they don't add as many materials.
Varien Gaming 8 Nov, 2022 @ 12:37pm 
question do planets packs like qun and kimi count or?
Varien Gaming 8 Nov, 2022 @ 12:36pm 
ill count my planets right now